When you move or manipulate an object with your mind, roll +Strange.
Used as a weapon: Thrown objects deal 2 harm. Larger objects deal up to 3 harm, roll +Strange to aim.
When you attempt to pass through a solid object, roll +Strange.
When you teleport a short distance, same room, same building, within line of sight, roll +Strange.
When you make yourself difficult to notice, not invisible, just somehow overlooked, roll +Strange.
When you make physical contact with someone, you can draw their energy, strength, stamina, willpower. Roll +Strange.
You have a constant, low-level awareness of wrongness. The GM will tell you when something in a scene is not what it appears to be, a person, an object, a space. No roll required.
(1/session)
Once per session, something inexplicable happens in your favor. Describe what you were hoping would happen, the GM decides how it manifests. It should be roughly equivalent to a strong 10+ on any move.
Your powers come from a dark source. You can push harder than you should, for each additional point of harm you want to deal on a hit, take that same amount yourself. Maximum +3 additional harm. Declare before rolling.
Your mind is so alien that mental intrusion backfires. When someone attempts to read your mind or attack you mentally, they get nothing, or take the damage they intended for you. No roll required.
When you touch a person or object and focus, you leave a mental connection. Roll +Strange.
You have a civilian identity so mundane it's almost supernatural. You have one item, glasses, a hair tie, a hat, that makes you completely unrecognizable compared to your powered form. Roll +Strange for any deception checks related to concealing your identity.
Your base is more than it appears. Choose two features:
Hidden / Underground bunker / Shielded from all mental powers / Arsenal / Well-stocked supplies / Great view of the city / Floating above the city / Only you have access / Contains a super prison
You carry a bag that holds far more than it should, up to 1,000 lbs of gear in something that looks like a normal pack. When removing a specific item under pressure, roll +Strange.
A strange energy surrounds you in combat. Whenever an enemy lands a melee hit on you, they take 1 harm from the feedback (passive).
At the beginning of a mission, reach through a portal into the shadow dimension. Roll +Strange.
When you reach into a small fold in reality to store or retrieve an object, roll +Strange.
When you let your true nature show to unnerve a group, roll +Strange.
When you partially phase through solid matter mid-strike, your attack bypasses physical armor completely. Roll +Strange.
When you step through a shadow or dark space and emerge from another within line of sight, roll +Strange.
(1/session)
Draw on the full depth of whatever you are. For one action, you can accomplish something categorically beyond your normal capability, define it with the GM before rolling. Roll +Strange. On 10+ it works completely. On 7–9 it works but the strain is visible, something about you changes, at least for the session.
### Improvements, At 5 XP, Choose One
### Advanced Improvements, After 5 Improvements, Choose One
You don't carry much from here. Most of what you use isn't from here either.
Choose one weapon:
Choose two additional items:
Your primary stat is STRANGE: +2
Distribute the following among your remaining 9 stats: